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[[folder:Hack and Slash]]
* ''Videogame/{{Drakengard}}'' has a unique way of handling the branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.
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* ''Videogame/{{Drakengard}}'' has a unique way of handling the branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.
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* ''Videogame/{{Drakengard}}'' has [[PrecisionFStrike fucking]] [[LetsPlay/TheDarkId weird]] thing of handling the branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.

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* ''Videogame/{{Drakengard}}'' has [[PrecisionFStrike fucking]] [[LetsPlay/TheDarkId weird]] thing a unique way of handling the branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.
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Story Branching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be [[PermanentlyMissableContent lost for good]] (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order -- but the overall plot only progresses once you have ''all'' of them. A chart of the various branched levels and objectives is commonly referred to as a Campaign Tree. For a more in-depth look, refer to '''Analysis.StoryBranching'''.

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Story Branching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be [[PermanentlyMissableContent lost for good]] (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order -- but [[BranchAndBottleneckPlotStructure the overall plot only progresses progresses]] once you have ''all'' of them. A chart of the various branched levels and objectives is commonly referred to as a Campaign Tree. For a more in-depth look, refer to '''Analysis.StoryBranching'''.
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Story Branching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be [[PermanentlyMissableContent lost for good]] (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but the overall plot only progresses once you have ''all'' of them. A chart of the various branched levels and objectives is commonly referred to as a Campaign Tree. For a more in-depth look, refer to '''Analysis.StoryBranching'''.

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Story Branching occurs when the players' choices determine which levels, objectives, and other choices they will face later in the game and which will be [[PermanentlyMissableContent lost for good]] (at least, [[ReplayValue in the current playthrough]]). This makes them distinct from optional {{Side Quest}}s, which do not so much drive the central plot forwards as detract you sideways (though particularly long side-quests can feature story branching of their own); and from {{Plot Coupon}}s, which you can often collect in any order--but order -- but the overall plot only progresses once you have ''all'' of them. A chart of the various branched levels and objectives is commonly referred to as a Campaign Tree. For a more in-depth look, refer to '''Analysis.StoryBranching'''.



** ''VideoGame/AceCombat6FiresOfLiberation'' features a subtle branching not unlike in ''Zero'', except that you only have one linear sequence of (very large) levels--but most of them contain up to seven concurrent and largely independent objectives ("operations"). Since completing half of the operations automatically ends the mission, you effectively miss out on all others--but unlike in ''Zero'', you can dynamically switch between operations mid-mission.

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** ''VideoGame/AceCombat6FiresOfLiberation'' features a subtle branching not unlike in ''Zero'', except that you only have one linear sequence of (very large) levels--but levels -- but most of them contain up to seven concurrent and largely independent objectives ("operations"). Since completing half of the operations automatically ends the mission, you effectively miss out on all others--but others -- but unlike in ''Zero'', you can dynamically switch between operations mid-mission.



* Story branches are most common in {{Visual Novel}}s, where they are known as "routes". Story branching is usually the main gameplay mechanic, and for some, the only kind of gameplay there is to them. As such, visual novels tend to put a greater emphasis on story branching, with choices having a greater impact on the narratives than in other genres. See VisualNovel for examples--the majority of them feature story branching of some kind or another.

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* Story branches are most common in {{Visual Novel}}s, where they are known as "routes". Story branching is usually the main gameplay mechanic, and for some, the only kind of gameplay there is to them. As such, visual novels tend to put a greater emphasis on story branching, with choices having a greater impact on the narratives than in other genres. See VisualNovel for examples--the examples -- the majority of them feature story branching of some kind or another.
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This is not story branching. The first routes A&B are an example of Another Side Another Story instead, route C is Arbitrarily Serialized Simultaneous Adventures, endings C&D are Last Second Ending Choice (a specific subtrope of story branching), and ending E is an Omega Ending.


* ''Videogame/NierAutomata'' has an interesting take on this, to say the least. The path A is the standard gameplay. The path B is the exact same thing, except you play for the character that served as a sidekick for the path A, which allows you to learn some new and important information. Once you finish both, you get to path C, which is actually continuation of paths A and B, and diverges again at the very end.
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* ''Videogame/{{Drakengard}}'' has [[PrecisionFStrike fucking]] weird thing of handling a branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.

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* ''Videogame/{{Drakengard}}'' has [[PrecisionFStrike fucking]] weird [[LetsPlay/TheDarkId weird]] thing of handling a the branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.


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* ''Videogame/NierAutomata'' has an interesting take on this, to say the least. The path A is the standard gameplay. The path B is the exact same thing, except you play for the character that served as a sidekick for the path A, which allows you to learn some new and important information. Once you finish both, you get to path C, which is actually continuation of paths A and B, and diverges again at the very end.
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[[folder:Hack and Slash]]
* ''Videogame/{{Drakengard}}'' has [[PrecisionFStrike fucking]] weird thing of handling a branching paths. Each time you unlock an ending, you unlock an alternative version of some mission, which leads to divergent path from that moment that ends with another, radically different (and usually [[FromBadToWorse worse]]) ending. Usually, you have to fulfill a secondary condition too (such as beating a boss under certain time limit) to go the alternative route once it is unlocked. The final branching is unlocked by HundredPercentCompletion.
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* Not just ''VideoGame/{{Persona}}'' but a number of ''ShinMegamiTensei'' games have branching paths where you choose between Law, Chaos, or Neutral allegiance.

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* Not just ''VideoGame/{{Persona}}'' but a number of ''ShinMegamiTensei'' ''Franchise/ShinMegamiTensei'' games have branching paths where you choose between Law, Chaos, or Neutral allegiance.
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* There is a minor example in ''VideoGame/ThePerilsOfAkumos'', where the "catch the cat" quest can be completed in two slightly different and mutually exclusive ways, depending on who you choose to return the cat to when you've caught it. You get a different item depending on which ending, although they are both used for the same purpose, and talking to the characters involved in the quest afterwards will get different responses depending on who you gave the cat to.
** There is a bigger example in the game's prequel, ''VideoGame/TrailOfAnguish'', where you have to choose four classes to sign up for. Two are always the same on every playthrough, but you choose the other two from a list of five. Each class has a mission, the completion of which gives you an item required for the endgame; the optional classes each give you different items that can effectively be used interchangeably.
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* The story of ''VisualNovel/SteamPrison'' forks in several places, beginning with a split into the "Bodyguard Route" and the "Prisoner Route." The Bodyguard Route in turn splits off into Eltcreed and Ulrik's paths, while the Prisoner Route divides into Ines and Adage's paths, and each love interest's path has at least one more significant fork based on your decisions before finally splitting off into the various possible endings. Additionally, completing the "Ferrie" ending of Ulrik's path unlocks Yune's route, a whole new story branch with six possible endings.
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The amount of Story Branching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the possible degrees of ''exploration'' (non-)linearity, and CombatDiplomacyStealth for a way to introduce ''gameplay'' non-linearity. See also StoryToGameplayRatio.

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Compare/contrast EmergentNarrative. The amount of Story Branching determines the degree of ''plot'' (non-)linearity. See SlidingScaleOfLinearityVsOpenness for the possible degrees of ''exploration'' (non-)linearity, and CombatDiplomacyStealth for a way to introduce ''gameplay'' non-linearity. See also StoryToGameplayRatio.
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* ''VideoGame/{{Skyrim}}'' has this for some of the questlines. For example, you can choose whether to side with TheEmpire or [[LaResistance the Stormcloaks]] in the civil war plot.
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[[caption-width-right:350:326 possible paths. 10 endings. None of them canon.]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shadow_the_hedgehog_path_1.jpg]]

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* ''VideoGame/ShadowTheHedgehog'' features five alternate paths: [[LawfulGood Pure Hero]], [[AntiHero Semi-Hero]], [[TrueNeutral Neutral]], [[NeutralEvil Semi-Dark]], and [[ChaoticEvil Pure Dark]], and each path has two alternate endings, [[LastSecondEndingChoice depending on your actions in the final stage]]. You can switch to a different path at any time by completing a level's Hero, Neutral, or Dark objective, allowing for up to 326 possible variations. Completing all ten endings unlocks the game's canon OmegaEnding.
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[[quoteright:322:[[VisualNovel/YuNo https://static.tvtropes.org/pmwiki/pub/images/yu_no_timeline_resize.png]]]]
[[caption-width-right:322:[[ExaggeratedTrope A convoluted example]] from ''VisualNovel/YuNo'', with an interactive in-game map of the current situation. You're the red ball; time goes (approximately) from left to right.]]

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[[quoteright:322:[[VisualNovel/YuNo https://static.%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1538100839055250200
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[[caption-width-right:322:[[ExaggeratedTrope A convoluted example]] from ''VisualNovel/YuNo'', with an interactive in-game map of the current situation. You're the red ball; time goes (approximately) from left to right.]]
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* ''VideoGame/CallOfDutyBlackOps2'': Used several times throughout the campaign, with results of the decisions sometimes not being felt until the very end of the game. Major choices that affect the ending are [[spoiler:finding out about the CIA mole, saving / failing to save Karma, shooting Briggs in the knee or head, shooting Harper or sparing him, shooting Alex Mason in the head or the legs]], completing all Strike Force missions and [[spoiler:killing or sparing Menendez]]. Less important decisions include Harper's face being scarred and [[spoiler:[=DeFalco's=] fate]].

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* ''VideoGame/CallOfDutyBlackOps2'': ''VideoGame/CallOfDutyBlackOpsII'': Used several times throughout the campaign, with results of the decisions sometimes not being felt until the very end of the game. Major choices that affect the ending are [[spoiler:finding out about the CIA mole, saving / failing to save Karma, shooting Briggs in the knee or head, shooting Harper or sparing him, shooting Alex Mason in the head or the legs]], completing all Strike Force missions and [[spoiler:killing or sparing Menendez]]. Less important decisions include Harper's face being scarred and [[spoiler:[=DeFalco's=] fate]].
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[[caption-width-right:322:[[ExaggeratedTrope A convoluted example]] with an interactive in-game map of the current situation. You're the red ball; time goes (approximately) from left to right.]]

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[[caption-width-right:322:[[ExaggeratedTrope A convoluted example]] from ''VisualNovel/YuNo'', with an interactive in-game map of the current situation. You're the red ball; time goes (approximately) from left to right.]]
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* ''VideoGame/StardewValley has a single major branching point. If at any point you sign up for a [[MegaCorp JojaCorp]] membership, the community center will turn into a warehouse and you'll be able to rebuild the town by spending gold on the [=JojaCorp=] Community Development Program instead of completing bundles.

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* ''VideoGame/StardewValley ''VideoGame/StardewValley'' has a single major branching point. If at any point you sign up for a [[MegaCorp JojaCorp]] membership, the community center will turn into a warehouse and you'll be able to rebuild the town by spending gold on the [=JojaCorp=] Community Development Program instead of completing bundles.
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[[folder:Interactive Fiction]]
* In ''VideoGame/ChoiceOfGames'', most stories have greater or lesser branching based on your stats and previous decisions, though the "conventional" pattern is to have a largely linear story that aggressively merges any short branches back into the main story, with MultipleEndings based on your stats and choices. Some break this down into multiple complete ending branches.
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[[folder:Simulation Games]]
* ''VideoGame/StardewValley has a single major branching point. If at any point you sign up for a [[MegaCorp JojaCorp]] membership, the community center will turn into a warehouse and you'll be able to rebuild the town by spending gold on the [=JojaCorp=] Community Development Program instead of completing bundles.
[[/folder]]
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* ''VideoGame/ChromaSquad'' features two different branches. The first branch, determined in Season 1, determines the kinds of monsters you contend with in Season 2, depending on whether you pay royalties to your old director, hire him, or take him to court. The second one at the end of Season 4 has a larger impact, [[spoiler:determining whether you recruit a SixthRanger, your team's Leader becomes a ''Franchise/KamenRider'' expy, or your team receives aid from a MetalHeroes expy.]]

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* ''VideoGame/ChromaSquad'' features two different branches. The first branch, determined in Season 1, determines the kinds of monsters you contend with in Season 2, depending on whether you pay royalties to your old director, hire him, or take him to court. The second one at the end of Season 4 has a larger impact, [[spoiler:determining whether you recruit a SixthRanger, your team's Leader becomes a ''Franchise/KamenRider'' expy, or your team receives aid from a MetalHeroes Series/MetalHeroes expy.]]
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* ''VideoGame/ChromaSquad'' features two different branches. The first branch, determined in Season 1, determines the kinds of monsters you contend with in Season 2, depending on whether you pay royalties to your old director, hire him, or take him to court. The second one at the end of Season 4 has a larger impact, [[spoiler:determining whether you recruit a SixthRanger, your team's Leader becomes a KamenRider expy, or your team receives aid from a MetalHeroes expy.]]

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* ''VideoGame/ChromaSquad'' features two different branches. The first branch, determined in Season 1, determines the kinds of monsters you contend with in Season 2, depending on whether you pay royalties to your old director, hire him, or take him to court. The second one at the end of Season 4 has a larger impact, [[spoiler:determining whether you recruit a SixthRanger, your team's Leader becomes a KamenRider ''Franchise/KamenRider'' expy, or your team receives aid from a MetalHeroes expy.]]
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* Downplayed in ''VideoGame/TheLegendOfHeroesTrailsInTheSky Second Chapter. On your trips through Zeiss, Bose, and Grancel, you can pick either Schera or Agate. The dialogue mostly remains the same, but there are some additional conversations. This is taken further in the last chapter of the game. When you fight [[spoiler:the Enforcers]], you can choose an appropriate rival in their fights. This leads to extra scenes between them. In some cases, it's the last bit of CharacterDevelopment they get in the game.

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* Downplayed in ''VideoGame/TheLegendOfHeroesTrailsInTheSky ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' Second Chapter. On your trips through Zeiss, Bose, and Grancel, you can pick either Schera or Agate. The dialogue mostly remains the same, but there are some additional conversations. This is taken further in the last chapter of the game. When you fight [[spoiler:the Enforcers]], you can choose an appropriate rival in their fights. This leads to extra scenes between them. In some cases, it's the last bit of CharacterDevelopment they get in the game.
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* Downplayed in ''VideoGame/TheLegendOfHeroesTrailsInTheSky Second Chapter. On your trips through Zeiss, Bose, and Grancel, you can pick either Schera or Agate. The dialogue mostly remains the same, but there are some additional conversations. This is taken further in the last chapter of the game. When you fight [[spoiler:the Enforcers]], you can choose an appropriate rival in their fights. This leads to extra scenes between them. In some cases, it's the last bit of CharacterDevelopment they get in the game.

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* The Personal Story of ''VideoGame/GuildWars2'' inverts the typical storyline, with many beginnings but a single ending. To see every mission involved would require thirty characters due to the different combinations of race and personal history.
** Only the ''player's'' personal story is limited in this manner; all the possible plots in the Personal Story chain are considered to have occurred and run to completion. Characters and events from unplayed missions will appear in the player's story later on.

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* The Personal Story of ''VideoGame/GuildWars2'' inverts the typical storyline, with many beginnings but a single ending. To see every mission involved would require thirty characters due to the different combinations of race and personal history.
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history. Only the ''player's'' personal story is limited in this manner; manner, however; all the possible plots in the Personal Story chain are considered to have occurred and run to completion. Characters and events from unplayed missions will appear in the player's story later on.
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* The Personal Story of ''VideoGame/GuildWars2'' inverts the typical storyline, with many beginnings but a single ending. To see every mission involved would require thirty characters due to the different combinations of race and personal history.
** Only the ''player's'' personal story is limited in this manner; all the possible plots in the Personal Story chain are considered to have occurred and run to completion. Characters and events from unplayed missions will appear in the player's story later on.
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* ''VisualNovel/YuNo'' has a {{time travel}}ing mechanism which allows you to instantly hop between distant parts of the storyline branches, letting you carry items between unrelated scenes. There's a catch, however: you can only travel to moments where you've "dropped" beforehand a "save-jewel", a magical jewel. There's a [[ResourcesManagementGameplay limited amount]] of these, 8 in the PC-98 and Windows versions and 10 in the Sega Saturn and remake versions. [[SaveGameLimits This system is in place of a conventional save-load system.]] The timeline is [[KudzuPlot extremely complex]], with [[TheMaze dozens of confusing branches, loops and U-turns,]] and some of the routes require items from the end of another route. It's important to leave jewels in important moments so you can return to them later. "Loading" a dropped jewel also automatically puts it back into your pocket, so you may have to [[DamnYouMuscleMemory remember to instantly drop it again]] to keep the moment easily accessible. Furthermore, to view the in-game map which you use for loading jewel-saves, you must have at least one unused jewel in your possession. [[NintendoHard Screw up, and you may have to replay a significant chunk of the game.]]
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[[quoteright:322:[[VisualNovel/YuNo http://static.tvtropes.org/pmwiki/pub/images/yu_no_timeline_resize.png]]]]
[[caption-width-right:322:[[ExaggeratedTrope A convoluted example]] with an interactive in-game map of the current situation. You're the red ball; time goes (approximately) from left to right.]]
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Added link to better illustrate example for "The Letter".


* ''VisualNovel/TheLetter'' notably has an in-game Branching Tree menu dedicated to showing every story branch. Each of the game's seven chapters has its own tree diagram, and the trees of the last two chapters are '''very''' large.

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* ''VisualNovel/TheLetter'' notably has an in-game Branching Tree menu dedicated to showing every story branch. Each of the game's seven chapters has [[http://steamcommunity.com/sharedfiles/filedetails/?id=1092420745 its own tree diagram, diagram]], and the trees of the last two chapters are '''very''' large.
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Added "The Letter". Notable, since its branching tree is larger than most VN's.

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* ''VisualNovel/TheLetter'' notably has an in-game Branching Tree menu dedicated to showing every story branch. Each of the game's seven chapters has its own tree diagram, and the trees of the last two chapters are '''very''' large.
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* ''VideoGame/ResidentEvil3Nemesis'' has several scenarios where you have to make a choice on how to proceed. It usually boils down to whether you have to fight some enemies or finding a way to escape from them. There is one choice near the end of the game that will determine whether or not [[spoiler: Nicolai]] gets away or dies, which also determines what ending you'll get.
* ''VideoGame/DinoCrisis'' has some situations where your companions want to progress in their own way. Choosing Rick's option will usually have you deal with little to no enemies while solving puzzles. Going with Gail bypasses the puzzles in exchange for encountering more enemies. The story doesn't change a lot other than some character encounters and conversations being slightly different. The final choice selection near the end of the game will determine what ending you get, though there's also a hidden TakeAThirdOption that has its own ending as well.

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